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El Grande
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Publisher Hans im Glück
Language
Language dependence (0-4) 2. Moderate in-game text
Player Count 2 3 4 5
Playing Time Between 1 to 2 hours
Designer Richard Ulrich, Wolfgang Kramer
Minimum age 12
Categories Medieval, Renaissance
Mechanics Action Drafting, Area Majority / Influence, Area Movement, Auction/Bidding, Card Drafting, Hand Management, Memory, Open Drafting, Selection Order Bid, Simultaneous Action Selection, Take That, Turn Order - Auction
Number of cards
55 | 90
Sleeves 56x87 | 45x68
Description
In each of the nine rounds, you select one of your 13 power cards to determine turn order as well as the number of caballeros you get to move from the provinces (general supply) into your court (personal supply).
A turn then consists of selecting one of five action cards which allow variations to the rules and additional scoring opportunities in addition to determining how many caballeros to move from your court to one or more of the regions on the board (or into the castillo - a secretive tower). Normally, you may only place your caballeros into regions adjacent to the one containing the king. The one hard and fast rule in El Grande is that nothing may move into or out of the king's region. One of the five action cards that is always available each round allows you to move the king to a new region. The other four action cards vary from round to round.
The goal is to have a caballero majority in as many regions (and the castillo) as possible during a scoring round. Following the scoring of the castillo, you place any cubes you had there into the region you secretly indicated on your region dial. Each region is then scored individually according to a table printed in that region. Two-point bonuses are awarded for having sole majority in the region containing your Grande and in the region containing the king.
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